Charlie Carlo

Last Login:
January 26, 2016
Warn:

Rank:
Member



User Profile
Follow

Hits: 36,420
Joined May 06, 2012
Games (4)

The Silver Spire
August 27, 2012
Lykan
February 10, 2013
Cinders
October 30, 2012
Remnance
May 01, 2014
Examples (1)

Blend Moder
December 10, 2012
Favorite Users




Resurgence and Recourse (image heavy)
Posted on July 21, 2015 at 10:33


diggadiggaboopboop

Credence Filter is was horribly inefficient.



Previously on the low-end machines in my house I got about 14fps at max graphics, 8 on my laptop which apparently is the shittiest thing in the house.

I devised a stress test wherein lights are created on screen every step until the framerate drops. Using this I was able to pinpoint the least efficient aspects of the engine and fix them.


(This test currently gets ~130 on the same pc)

It's hard optimizing something with so many drawing functions, one small change and you get something like this


or this


Eventually I was successful. I managed to bring the framerate up to 60fps on all the computers (except my laptop) and implemented a frameskip option for anything too shit to run it at 60fps (like my laptop), as well as a dozen other graphics options.

Like if bloom isn't your thing, you can shut it off and reap the benefits of a slight increase in framerate.

Also I made a cool thresholdy filter to reverse the floaty-ness of the light engine.


Let me know what you guys think of it because if people don't like it I'll remove it or make it an optional setting.
Personally, I think it's nice and it interfaces with the static in a really cool way.

In other news, I tried my hand at databending images. (don't worry, these aren't the databent files just pictures of them.)

Here's the original:

And the glitched ones:




All I learned from this is that there's a logical and consistent way that databending breaks images depending on the file format, which just makes the whole thing less interesting to me.

Also I made some logos.



They don't look much like it but they are entirely pixel art there's no blending or post-processing or anything.

Also I started a new album of weird asymmetric electronic nonsense.


clickable

Also I made nothing else.
Tricked you.




Forkin Awsmoe!
Posted on May 22, 2015 at 20:27

So for the longest time, I've made crappy games I call Awsmoe games. Originally, it started as a parody of the quality of games you'd find on the Yo-Yo Games Sandbox (albeit better programmed), but over time it evolved into its own art form.

I rarely spend longer than an afternoon on these games; none of them are serious and most of them feature midi music from old console games.

Prepare your butts.



SPACE DULE
They say nobody could survive naked in the vacuum of space, but that doesn't mean you can't put up a fight. This game is the ultimate in zero-gravity, screen-looping space combat.

CONTROLS: Left Mouse to shoot.


ORFAN FITER
Who knows what is possessing these orphans to do combat with a machine-gun wielding polar bear, but they made a big mistake.
Hold out for as long as you can, and if you start to feel bad about blasting orphans, just remember, polar bears are endangered, orphans aren't.

CONTROLS: WASD to move, Left Mouse to shoot.


MAXTER
You know those "art games"? Those games that are always indie, have little to no gameplay, and exist to make you as depressed as the designer? This is my art game, its the fabulous story of Maxter the bipedal rectangle. The only way to win is to not play at all. It's fuckin' deep, right?

CONTROLS: Right and Left to move.


PORKY'S GREAT ADVENTURE
In an age of floating demons, one man (or beveled rectangle) prepares to do the impossible; to fight against all odds in a recurring nightmare of tongues and lasers and blood. Join him.

CONTROLS: Left Mouse to menu, Arrows to move, Space to shoot.


RICK AND MICK
Cooperation is the only way to survive in this post-apocalyptic shootout. Rick and Mick are the only survivors of the invasion of the shadow people. Supercharged by beta-carotene, they must survive against waves and waves of deadly enemies.

CONTROLS: Mouse to menu.
Player 1: WASD to move, F to shoot, G to place trap.
Player 2: Arrows to move, 0 to shoot, 1 to place trap.


APPLE CLICKER INFERNO EDITION
I got into an argument with my friend about the effort and skill involved in making a game, even in game maker. In a vain attempt to prove me wrong, he spent 3 hours dicking around with a tutorial on how to make a game where you click on apples. I made a better one, in less time, with no bugs... okay well a different kind of bugs.

CONTROLS: Left Mouse to click apples, Right Mouse to dispatch suicide ants.


THRILLA IN MANILLA
No, not that Thrilla in Manilla. This is a man named the Thrillaman, who wears exclusively Manilla suits. He cannot be stopped on his quest for revenge, and he's quite adept at throwing boomerangs.

CONTROLS: Right Mouse to throw, WASD to move, Space to get in vehicle .


AGE OF SWORDERY
Have at thee, knave! Fight for the King's honour in this simulator of chivalrous combat.

CONTROLS: Left to move left (otherwise, you move right), Z to reverse swing, X to swing.

ALSO: ESC exits all of the games.

--.DOWNLOAD.--

Enjoy.
But seriously don't play these they're awful.




Renaissance
Posted on May 09, 2015 at 20:10



It's been over a year since I've posted anything here, or anywhere really.

I just had the random inkling to come back because I've been missing being a part of a community that shares similar interests, I suppose I left because it seemed more and more like nobody was interested in game design any longer.

Anyways, I'm still in college, nothing has really changed in the last year, although an RPG iteration of Credence Filter rose and fell in that time.

Speaking of which, good news - I'm on Credence Filter attempt #6 this time and it's going splendid, here's some things.



Each iteration of this game conceives a more ridiculous (albeit more optimized) lighting engine, this one currently has bloom and cool glitchy effects going on. I'll probably add more before it's all said and done.



So it's good to be back, I guess. I'll probably stick around if I see enough fresh faces and game design.

In other news, my grandfather just burnt down my front porch because he's a dipshit and doesn't know how to put out a cigarette.




Developments in Development.
Posted on April 27, 2014 at 12:06



I've been working on this newer Spring comp game an awful lot. Good thing I got kicked out of my English class, now I can work on it until the deadline on Wednesday.



It's like a jumpy punchy platformer where the main dealio is to fight 4 bosses.
Although that means I have to design/code/animate 4 bosses in 3 days.
Yay me.



I still have a lot to do like bosses and save points and another level.
Hopefully I can manage this.
I dunno if I can.
Me and my friend recorded the soundtrack already though.




Unblogworthy.
Posted on April 16, 2014 at 21:36



I'm making this one of those "put stuff you're working on in the comments" blogs, for posting/discussing things that aren't worth making a whole blog about.

I figure this will get more users to post cool content on here for everyone to see and talk about. I'm sure people are making things since this compo is going on and I want to see some progress.

For example, I'll start:

Here's a screenshot of a thing I started because I got bored of my last idea.

Also I covered/remixed an Interpol song.
Not much else is going on.




Springin'.
Posted on April 10, 2014 at 15:32


This band is my spirit animal.

Anyways haven't blooged in a while I figured I should update you on this abomination I'm scrambling together for the contest I learned existed a few days ago.



Let it be known that Taizen and I are now too lazy to get proper screenshots and will be shoving puushes in your face until that site fails.

The working title is Inspectre. This game is gonna be like a spooky collectathon/point-and-click adventure with only 8 colors.



Making a lighting engine for a restricted color palette is fun. I ended up making two sets of assets, one darker than the regular set. What I do is draw the screen to 3 different surfaces at once, one entirely black (well it's like dark blurple), one dim and one at full light, and then I mask the surfaces and shove them on top of eachother.

I'll post more things when more things exist.




Some Paints.
Posted on January 22, 2014 at 12:22



So last semester I had my first painting class, and I haven't shared the products of that with anyone yet. I thought oil painting was going to be a lot more involved than it actually is; I hadn't painted with oils before this class, only watercolor, and I was relieved when it was actually easier than watercolor. I have another painting class this semester so I'll probably end up shoving some more paintings at you guys before long.


This one was the first assignment which was just to paint an abstract. I hate abstracts.


This was a "still life in a box" as my instructor called it. It's basically just a bunch of stuff in a box with fabric. I hate drawing real things.


This is a landscape, and it was definitely the most difficult. I can't focus on that many different values and shapes. I have a new found respect for landscape paintings after actually attempting to do one.


In other news, I've been working on Grimgala and hopefully it's finished before too long. You can see the enemies in the neat little banner I made.

That's all for now.




Charlie's Black & White MSPaint Blog.
Posted on November 16, 2013 at 14:16












Pixelin'.
Posted on June 27, 2013 at 19:17



I've been pixeling a lot lately.

I made this thing.
NSFW, also big.
Show


And a bunch of stuff for this brawler game.





I dunno why I kept the portraits in such a wide image.


I should probably go like... actually make this game.



Prev Page | Next Page

Recent Activity
 
Active Users (0)